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Diablo 4 Minion Necromancer Endgame Build Guide - Season 5
来自 Medievaldragon
[Last Updated]:
2024/09/02
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This Wowhead endgame build guide covers the best Skills, rotation, gear, Paragon boards, Glyphs, nodes, and consumables for the Minion Necromancer in Diablo 4.
This Minion Necromancer build focuses mostly on empowering your Minions to delete enemies and survive their attacks while allowing the necromancer to withstand powerful enemy damage.
Minion Necromancer in Season 5
This Minion Necromancer build is tailored for higher nightmare tiers and high-level Pit (Level 100-200) content in Diablo 4, as well as Mythic Tormented Bosses. Many other Minion builds struggle with higher-level content, but this one does not.
This Minion build lacks both Basic and Core skills. The build is purely focused on Minions, damage reduction, cooldown reduction, crowd control, and AoE damage.
In this endgame build for Minion Necromancer, you will only rely on Minions: the Blood Golem, Skeletal Reapers, and Skeletal Shadow Mages.
This build makes your Skeletal Minions more tanky with Passive Skills and Paragon choices that enhance their survivability. The Blood Golem has a lot of damage reduction and damage multipliers. But in this choice, the Blood Golem was overhauled to also heal the Necromancer and make them Unstoppable whenever you pop the Golem's active skill. For this reason, the Blood Golem is a must-have for the harshest content in Diablo 4.
After the overhaul, Shadow Mages now grant Y multiplicative damage per Shadow Mage present on the battlefield. That's a massive change that scales not only with the amount of active Shadow Mages, but as the Necromancer increases the amount of Intelligence via affix upgrades, their damage continues to scale up because Minions now inherit 100% of the Necromancer's stats. Intelligence affects the Summoning Skill damage (translation: their Shadowbolt damage scales up at certain Intelligence thresholds).
The Skeletal Reaper remains unchanged, but in this build their purpose remains the same: generating lots of Corpses and AOE damage in front of them.
On the other hand, the Necromancer relies on Fortify (from ), , and damage reduction (from ) to stay alive. In this build, the Necromancer uses the (ultimate) instead of . Losing its damage reduction means we need to depend on an alternative to compensate. In this case, the Necromancer uses . To continuously trigger the Barrier from Temerity, you can combine the Healing Potion, and the Blood Golem's active skill to overheal with the passive skill.
Maintain upkeep of Fortify (via and ) to stay Healthy, so that you can continuously generate Barriers when overhealing. You generate Fortify organically in two ways: every time you generate Corpses with Skeletal Reapers and , and every time you consume a Corpse with and .
Visit our Diablo 4 Build Planner to view this Minion Endgame Build.
Necromancer Minion Endgame Build Planner
Minion Necromancer Artificer's Pit Tier 85
Minion Necromancer Strengths and Weaknesses
This build solves our Minion survivability problem in Tier 70-92 Nightmare Dungeons. Going beyond 92 is merely for bragging rights as you get no better chance to get Mythic Uniques and Uniques.
Strengths
Weaknesses
Fortify and Barrier are both necessary to survive massive AoE attacks from Elites, Tormented Bosses, and Lilith. The same may be said about the highest Infernal Hordes Tiers where the Council enemies have special attacks. These Council members spawn randomly ... meaning three out of five possible Council members spawn per run.
The choice heals the Necromancer, and its active ability makes the Necromancer Unstoppable for a short time, which comes handy when your character suffers control loss.
The continuously summons any Skeletal minion lost and pulls enemies away from the necromancer. It is a no-brainer to equip in most builds. Especially one that doesn't provide the immunity of Blood Mist or the damage reduction of a basic skill or Bone Storm.
Overall, this Minion Necromancer build may help you defeat most content in the game through enhanced damage reduction and attack speed against enemies. Intelligence now provides slightly more minion and necromancer damage per point than before.
Though the Necromancer has no Basic and Core skills in this build, increased Corpse Explosion radius and damage provide high AOE damage to clear large groups of enemies, and Corpse Tendrils provide extra crowd control, crit, and Vulnerable. Fortify and Barrier make the Necromancer nigh unkillable.
Best Minion Necromancer Skills and Rotation
Minion Necromancer Primary Skills and Rotation
The Standard Endgame Build for Minion Necromancer is the build you'll be using most of the time for a wide variety of content -- Tree of Whispers, Helltides, dungeons, and most other normal activities.
This Minion Necromancer build is specifically tailored for endgame Tier 92 Nightmare Dungeons and should work on the Artificer's Pit Level 100+. Keep in mind that you require for the Minion damage, for the automated summoning of Skeletal Minions, Corpse Explosions, and Corpse Tendrils, and to generate Barrier and to increase Healing received.
Necromancer Skills Overview
Start your rotation with Decrepify to slow enemies with a curse. This commands your Minions to attack. As a Corpse is generated, cast Corpse Tendrils on that Corpse to pull enemies, making them Vulnerable. Pop Army of the Dead to spawn and explode skeletons on enemies while they are Vulnerable. Immediately cast to command your Golem to slam enemies. As the Volatile Skeletons die, they leave behind fresh Corpses. Cast to summon a Skeletal Priest. That Skeletal Priest now empowers the Necromancer and the Minions' damage. With plenty of Corpses left behind by the Volatile Skeletons, cast Corpse Explosions. This further lowers the cooldowns of Army of the Dead, the Golem's active skill, and Corpse Tendrils -- because the more enemies hit by Corpse Explosions, the better the chance to trigger the Lucky Hit of .
Rinse and repeat wherever cooldowns allow, but make sure to keep summoning Skeletal Priests every 6 seconds.
- Applies Slow to enemies as a Crowd Control. The modifier reduces the Necromancer, Skeletal Reapers, and Golem's skill cooldowns.
- Cast this on a Corpse to pull nearby enemies toward that Corpse, making enemies Vulnerable. Corpse Tendrils triggers 's increased lucky hit chance to spawn several Corpses.
- Summons any Skeletal Minion recently deceased, and raises volatile skeletons that explode on nearby enemies. The volatile skeletons always leave a fresh Corpse behind.
- Cast on Corpses to summon a Skeletal Priest to heal and empower the Necromancer and your Skeletal Minions with a damage buff multiplier.
- This commands the Golem to slam the ground at the target destination, Heals the Necromancer and the Golem, and makes the Necromancer and the Golem unstoppable.
- Cast on Corpses to damage nearby enemies. The detonations damage multiple enemies, triggering to lower the cooldown of Army of the Dead, Corpse Tendrils, and your Golem and Reaper's skills.
Refresh manual Corpse Tendrils (as cooldown allows) and Corpse Explosions. Repeat the rotation. Summon new Skeletal Priests every 6 seconds. Stay away from enemies, as this build doesn't use Blood Mist as an escape mechanic.
This section describes the Active skills you'll be taking for this build, along with any modifiers.
(1/5)
Place the Army of the Dead skill into the left button of your mouse for quick access. The Army of the Dead ultimate skill replaces Skeletal Minions that have died, but its importance is that Volatile Skeletons spawn and explode at nearby enemies leaving behind a fresh Corpse. You can spam afterwards.
With , each enemy damaged by Corpse Explosions triggers a cooldown reduction of all your skills, which reduces the cooldown of Army of the Dead to pop it again and again.
It's a nice synergy feeding each other to deal tons of damage to enemies.
(1/5)
The Enhanced Decrepify stuns enemies, but that's based on Lucky Hit.
The importance of Decrepify in this build is to lower the cooldown of our Skills with the Abhorrent Decrepify modifier which provides a constant flow of , , and Golem + Skeletal Reaper's active skills to decimate enemies.
The key element here is . When you pop , the Volatile Skeletons leave a Corpse behind, which allows you to spam Corpse Explosion. As multiple enemies are hit with this skill, is triggered to lower all cooldowns quickly to rinse and repeat the rotation.
Skeletal Warriors are a very important tool for the Minion Necromancer. The increases the Skeletal Warriors' attack speed. The Skeletal Priest empowers their damage and also heals them. After the overhaul, the Skeletal Priest also empowers the Necromancer.
The Skeleton Reapers option makes them formidable AOE machines, and because they hit multiple enemies per attack, the revamped is triggered often dealing AoE explosions as physical damage versus enemies.
The Blood Golem provides great benefits for this Minion build. After the overhaul, the Blood Golem makes the Necromancer Unstoppable briefly, and Heals the Necromancer, too.
The Blood Golem inherits now 100% of the Necromancer's Armor. A large percentage of the Golem's Armor is cloned as Thorns. Every time the Golem taunts enemies, Thorns damage is dealt to them.
Another great benefit of the Blood Golem is that it permanently gains damage reduction and a big damage multiplier to wreck enemies.
That multiplier is important because the active skill scales up with 100% of the Necromancer's Intelligence stat.
The reduces your Golem's active skill.
(1/5)
Corpse Tendrils is a tremendous utility skill that crowd controls by pulling nearby enemies and stunning them briefly.
There are many benefits of using Corpse Tendrils in this build: Enemies are not attacking us while crowd-controlled, it does damage to them, and consumes no Corpse -- which you can consume to raise a Skeletal Priest or explode with . With the modifier, you apply Vulnerable to your enemies, which increases your overall damage, including the 's.
Adding +Corpse Tendrils radius to gear, via
Tempering
, at the Blacksmith may increase the number of enemies hit and pulled by the skill.
(5/5)
In this build, you can cast Corpse Explosion manually, and there is an automated version of Corpse Explosion via .
Corpse Explosion is your tool to deal massive AOE damage and a tool to trigger the reduction of skill cooldowns via .
The miasma causes Shadow damage over time to enemies standing on it.
Minion Necromancer Passive Skills
These are the best Passive Skills for the Minion Necromancer. Passive Skills can provide some of the more powerful synergies and interactions that bring a build together.
(3/3)
The Hewed Flesh passive allows the Necromancer to generate Corpses while doing damage to groups of enemies, but it is based on Lucky Hit. We already have to stack Lucky Hit for this build to work, so Hewed Flesh is going to benefit from that.
We need to add 3 consecutive skill points into Hewed Flesh to unlock the next skill node leading up to Blood Mist. This Minion build is tailored to maximize the number of Corpses we leave on the ground for and , but the most important benefit that Hewed Flesh provides to the Necromancer in the survivability department is its interaction with .
(1/3)
There is no benefit to increasing your maximum Essence because this build uses no Core Skill to spend it. The skill is the only one spending small amounts of Essence. Place only one skill point on Unliving Energy, exclusively, to unlock the next Skill Node.
(3/3)
This mastery is essential for our Skeletal Warrior survivability and adds a good damage multiplier.
You should add the +Skeletal Warrior Mastery stat at the Occultist to your Head and Feet to scale up your Skeletal Warrior's Life and damage multiplier.
(1/3)
Grim Harvest generates Essence. You only add 1 skill point here as there is no Core Skill in this build to spend large amounts of Essence. Grim Harvest generates Essence when you cast or on corpses, and that allows you to cast -- for lack of an active Basic Skill to generate Essence.
We benefit mostly from , and that can only be unlocked if we spend a skill point on Grim Harvest. Adding a skill point here merely to get to Fueled by Death; and of course, we need to spend a few skill points into the Corpse & Macabre node to be able to unlock the Curse node.
Just don't bother adding more than 1 skill point into Grim Harvest.
(3/3)
For Fueled by Death to increase our damage, we need to consume a Corpse.
Your consumes Corpses, as well as the automated version with equipped. You also consume Corpses when casting to raise a new Skeletal Minion, but mostly to summon the Skeletal Priest, and an automated version when is equipped.
So this damage multiplier buff will be active nonstop until all enemies die.
(3/3)
This mastery is essential for our Skeletal Mages survivability and adds a good damage multiplier.
You should add the +Skeletal Mage Mastery stat at the Occultist to your Gloves and Legs to scale up your Skeletal Mage's Life and damage multiplier. Apply to a leg legendary item until you find .
(3/3)
The Amplify Damage passive increases the damage done by Necromancer skills to enemies affected by your . You should keep multiple enemies cursed with Decrepify to maintain this damage multiplier active at all times.
That damage multiplier increases the damage of , , and .
(1/3)
The Necrotic Carapace passive Fortifies the Necromancer whenever a Corpse spawns from killing enemies, as well as from your , and Skeletal Reapers. These three sources of Corpses keep up an uptime of Fortify while you are in combat.
However, the skill that forms the most Corpses is , as volatile skeletons have a 100% chance to leave behind a fresh Corpse when each explodes. This skill triggers the Necrotic Carapace passive skill for a good Fortify boost for 7 seconds straight.
(3/3)
The Death's Approach passive further increases your Movement Speed. This allows you to move quickly out of harm's way when Elites or Bosses cast AOE skills, or whenever they telegraph they are going to charge or cleave.
With a lack of in this build, avoiding damage is key to survival. In this build, your Necromancer still has Fortify (from ) and Barrier from () for survivability, but extra movement speed is welcome.
(3/3)
Gruesome Mending plays an important role in this build. By healing an extra percentage from all sources: including Potion Healing and the Blood Golem's active skill (which heals the Necromancer too), there is a good chance that is triggered to spawn a Barrier around the Necromancer.
This modifies Gruesome Mending into a huge survivability tool versus Elites, Bosses, and Mythic Bosses -- as well as the higher tiers of the Artificer's Pit and the Infernal Hordes.
(3/3)
The Golem Mastery is essential in this build as it increases the Golem's Life, and adds a big damage multiplier to his auto-attacks and its active skill. The Blood Golem's active skill also Heals the Necromancer. Therefore, we need this passive skill to keep the Golem alive in high Nightmare Dungeon, Artificer's Pit, and Infernal Horde tiers.
Visit the Occultist to add +Golem Mastery to your Torso item.
(3/3)
When the necromancer is above 80% Health, the Inspiring Leader passive increases the Necromancer and Minions' Critical Strike Chance.
(3/3)
The Hellbent Commander passive skill adds a good damage multiplier to your Skeletal Reapers, Skeletal Shadow Mages, and the Blood Golem.
The tricky part to trigger this passive buff is to fulfill the requirement: you must have at least 7 Minions active on the battlefield. The helps to auto-summon Skeletal Minions when any is lost.
(3/3)
Death's Defense is the most important passive for your Minions. It prevents Elites and Bosses from killing your Skeletal Minions instantly with direct physical hits or elemental attacks.
This is a good passive overall in high-tiers of Nightmare Dungeons, the Artificer's Pit, and the Infernal Hordes, as well as Mythic Bosses.
(1/1)
Kalan's Edict is a key passive that causes your Minions to gain Attack Speed permanently for each Active Minion on the battlefield.
The Minions' damage scales the more Attack Speed you stack in your stats. Minions now inherit 100% of the Necromancer's Attack Speed.
Best Minion Necromancer Book of the Dead
With these Book of the Dead choices, the Minion Necromancer can handle Tier 92+ Nightmare Dungeons, the Artificer's Pit, Mythic Bosses, and all other content.
Skeletal Warrior - Reaper:
Reapers have a % chance to carve the flesh off enemies, forming a Corpse.
Skeletal Mage - Shadow:
Shadow Mages gain a damage multiplier that stacks per each Shadow Mage active on the battlefield.
Golem - Blood:
When the Blood Golem heals itself with its active ability, the Necromancer is also healed for a percentage of your Maximum Life for each enemy drained. While your Blood Golem is Healthy (above 80% Health), they gain YY% Damage Reduction and a YY increased damage multiplier.
For more information about Book of the Dead, please see our guide:
Necromancer Book of the Dead Guide
Best Minion Necromancer Gear
This setup represents the best gear for the Minion Necromancer. Since many of these items and Aspects are based on drops, this may take time to achieve. Alternatives are provided when applicable, but making substitutions to BiS gear can have negative consequences on performance. You will want to Imprint Legendary Aspects onto other Legendary items, since Legendaries will have 3 Affixes and Rare items only have 2.
Best Minion Necromancer Aspects and Uniques
This lists all BiS recommendations below, including where to obtain these items.
Helm
Masterworking Priority
: Skeletal Warrior Mastery
The Aspect of Occult Dominion increases the maximum number of Skeletal Warriors and Skeletal Mages by 2.
This aspect is ideal for the Minion build, because the more Skeletal Mages the more stacks of damage multipliers per Skeletal Mage active on the battlefield. The more Skeletal Warriors, and Skeletal Mages the more damage per Attack Speed. With equipped, more hits to trigger explosions.
If you wish to gamble for this aspect, roll for at the Purveyor of Curiosities vendor. Requirement: Obols.
The Aspect of Occult Dominion has a high drop rate in various activities throughout the game.
Chest Armor
Masterworking Priority
: Golem Mastery
This Aspect increases the Damage Reduction of the Necromancer and all the Minions: Skeletal Reapers, Skeletal Mages, and the Golem.
One of those rare aspects that benefit the entire team. The damage reduction is a necessity to survive high Dungeon Nightmare tiers, the Artificer's Pit, and Mythic Bosses.
If you have a hard time with its drop rate in any activity of the game, you can gamble at the Purveyor of Curiosities. I recommend rolling for to obtain the Aspect of Hardened Bones.
Gloves
Masterworking Priority
: Golem Damage
The Aspect of Reanimation adds a good damage multiplier to all your Minions after 10 seconds. Requirement: The Minion must be alive to permanently keep this buff.
Especially good for your Shadow Skeletal Mages. In this build, you add +Rank to Skeletal Mage Mastery to your Gloves and Pants. Each +Rank grants +20% damage.
If you want enhanced versions of Aspect of Reanimation, any activity in the game has a chance to drop this aspect. However, if you want to gamble at the Purveyor of Curiosities, instead, I recommend rolling for Offhands for better gambling drop rates.
Pants
Source
: Lord Zir
Masterworking Priority
: Healing Received
Temerity plays well for the Minion Necromancer. This unique generates a Barrier around the Necromancer when you overheal beyond the Maximum Life. You can accomplish this with a Healing Potion, Fortify, and the Blood Golem's active skill (which heals the Necromancer).
This works because in this build you add 3 skill points into to receive 30% Healing from all Healing sources.
Temerity gives you a large percentage of Healing Potion Drop, and also Healing Received. Therefore, you can keep up granting Barrier very often with this build. You can also use Healing Potion at maximum health to trigger the Barrier.
This is a must-have Unique item to survive high tiers of Nightmare Dungeons, the Artificer's Pit, and Infernal Hordes, as well as Mythic Bosses.
If you want to farm for the Temerity unique item, you should target-farm the Mythic boss Lord Zir.
If you don't have the materials or the required Level to summon Lord Zir, you can farm the following monster types: Drowned and Maggot.
Drowned can be found in Mariner's Refuge, Ghoa Ruins, and Belfry Zakara.
Maggot can be found in Tomb of the Saints, and Sirocco Caverns.
Boots
Masterworking Priority
: Skeletal Warrior Mastery
When you equip the Blood Getter's Aspect, your Skeletal Priests also empower the Necromancer at more than half effectiveness, affecting the damage of , , and .
If you wish to gamble for this aspect, I recommend rolling for at the Purveyor of Curiosities vendor for better gambling drop rates.
Amulet
Masterworking Priority
: Hellbent Commander
This is a game-changing aspect for the Minion build. Whenever any of the Skeletal Reapers, Skeletal Shadow Mages, or the Golem damage an enemy, automatically they get a big Attack Speed bonus.
You should add +Attack Speed to your Amulet, Rings, and Gloves at the Occultist.
You should also temper % Minion Attack Speed to Main Hand and Offhand at the Blacksmith.
Ring 1
Source
: Echo of Varshan
Masterworking Priority
: Corpse Skills
This is a great Unique ring for Necromancers. It allows you to automate , , and .
The most important value here is that you no longer have to waste time clicking on corpses to maintain your army of Skeletal Minions on the battlefield. The ring keeps your army up at all times, auto-raising minions that have died. You only have to focus on summoning Skeletal Priests to empower your Minions and the Necromancer's skills.
The automated Corpse Tendrils help the Necromancer's survivability as they pull enemies away from the Necromancer while the manual version does the same nigh simultaneously.
The automated Corpse Explosion consumes corpses, automating the damage buff of .
You can target-farm the mythic boss Echo of Varshan, near the Tree of Whispers, until the Ring of Sacrilegious Soul drops.
Ring 2
Source
: Beast in the Ice
Masterworking Priority
: Minion Attack Speed
The best possible stats in Ring of Mendeln drop from The Beast in the Ice (Mythic Boss) as an item level 925.
The Ring of Mendeln increases your Lucky Hit Chance, Minion Attack Speed, and Minion Maximum Life, adds Thorns, and empowers your Minions to explode AOE physical damage every 6th attack.
With all the Attack Speed in this build, those "every 6th attacks" requirement is carried out pretty quickly, making this a decent unique ring for this Minion build.
If for any reason, you are unable to target-farm The Beast in Ice mythic boss, you can alternatively farm Ring of Mendeln from these monster types: Demon, Ghost, and Skeleton.
For Demons in a high-density and fast dungeon, you should farm Mercy's Reach and Flooded Depths. Another fast dungeon, but less-density alternative: Belfry Zakara.
For Ghosts in a high-density and fast dungeon, you should farm Mariner's Refuge. High-Density but slower: Tomb of Saints.
For Skeletons in a high-density and fast dungeon, you should farm Mercy's Reach. A high-density, but slower: Flooded Depths.
Main Hand
Masterworking Priority
: Minion Attack Speed
The Unyielding Commander aspect grants a massive increased damage to the Skeletal Reapers, Skeletal Shadow Mages, and the Golem when is active.
The other part of this aspect nigh doubles the amount of Damage Reduction.
In this Minion build, you use to get a chance to reduce the cooldown of all your Skills whenever one of your skills damages an enemy. Now, when you cast and damage multiple enemies -- the chances to reduce the cooldown of your skills go up tremendously with the density of enemies pulled by your .
This in turn reduces the cooldown of -- which means your Minions get this Damage Reduction buff quite often.
If you want to gamble for the Unyielding Commander Aspect, you can roll for offhand at the Purveyor of Curiosities vendor for a better gambling drop rate.
Off-Hand
Masterworking Priority
: Minion Attack Speed
The Aspect of the Grasping Veins gives the Necromancer a massive bonus Critical Strike Damage multiplier when enemies are damaged by , and also increases your Critical Strike Chance.
An uptime of this Critical Strike Chance multiplier is essential for the . The reduces the cooldown of Corpse Tendrils and the automation provided by keeps this Critical Strike Chance and Critical Strike Damage buff rolling often against enemies.
Necromancer Legendary Aspects Necromancer Uniques
Best Minion Necromancer Affixes and Tempers
In many cases, you will want to reroll at least one undesirable Item Affix from a piece of gear. This is not possible with Unique items; all Affixes are preset, and you can't even drag it into the Occultist's Enchant window.
Replacing any Affix at the Occultist will replace it with a normal Affix, not a Greater Affix.
These are among the best Item Affixes and Tempering Affixes for Minion Necromancer in endgame, organized by type (not all Affixes can appear on every type of gear). Remember that you can only reroll one normal Affix per item, so if you get an item with more than one undesirable or unusable Affix, you may want to reconsider using it.
The Minion Necromancer build focuses heavily on Skeletal Warriors, Skeletal Mages, and the Golem to dish out damage. No Basic Skill and no Core Skill equipped in this build allow you to fill the skillbar with skills you can automate with .
Therefore, Re-rolling at the Occultist and Tempering should be focused on increasing the damage output of your Minions. These are the Tempering affixes you should apply to increase your Minions' damage.
Re-Rolling
You obtain a Legendary item that has an undesirable stat, you go to the Occultist to re-roll that stat. Consider some of these stats to maximize your Minions' damage output:
Intelligence:
If your Rare or Legendary item is missing Intelligence, this is the most important stat for Minion damage.
Skeletal Warrior Mastery:
This increases the Skeletal Reapers damage multiplier by 15% per Rank. Add to Head and Feet.
Skeletal Mage Mastery:
This increases the Skeletal Mage damage multiplier by 20% per Rank. Add to Gloves.
Golem Mastery:
This increases the Golem life and damage multiplier by 25% per Rank. Add to Torso.
Hellbent Commander:
When you have 7 Minions active on the battlefield, this stat increases the damage multiplier of all Minions by 10 per Rank. Add this to the Amulet.
For the benefit of the Necromancer's skills, you should re-roll an undesirable stat in your Feet for this:
Corpse Skills:
This increases the damage of by about 8% per Rank, and slightly increases the damage of and reduces its cooldown. In addition, because is a corpse skill, it increases the % amount of Fortify per Rank which helps with the Necromancer's survivability. Add this stat to Feet.
Tempering
Minion Attack Speed:
This should be added to Main Hand and Offhand
Golem Damage:
This should be added to Gloves, Main Hand, and Offhand. On Rings (if you haven't equipped the two Unique rings)
Golem Active Cooldown Reduction:
This one is important because the Blood Golem heals the necromancer and the necromancer briefly becomes Unstoppable. This active ability can be used when the Necromancer loses character control. Add on Amulet and Rings (if you are missing Unique Rings).
Skeletal Mage Damage:
Add to Amulet and Rings (if you are missing a Unique Ring)
For the Necromancer's non-Minion skills, you should pick the following Tempering options:
Corpse Explosion Size:
This leaves larger miasma pools on the ground that deal Shadow damage to enemies standing on it. Add to Pants and Feet.
Corpse Tendrils Size:
This pulls enemies from farther away, increasing the number of enemies pulled to the corpse. Add to Head and Pants.
Blacksmith Overview in Diablo 4 Tempering Guide Masterworking Guide
Occultist Overview Necromancer Gear Affixes Guide
Best Minion Necromancer Paragon Boards
With 225 possible points (1 at 50, 200 from leveling, 20 from Renown, and 4 from Altars of Lilith), it is possible to open all 8 class boards, but most builds use 4-5. All classes begin with their Start board, and can then choose to attach one of 8 class-specific boards. The Start board is the same for all class members and cannot be changed.
The Minion Necromancer Paragon setup uses the following Paragon boards, Glyphs, Legendary nodes, and Rare nodes:
Start Board
provides the Minion Necromancer with additive damage to and per Intelligence node within its Glyph Radius.
Though the Bonus is not multiplicative, this build is interested in the other benefits: whenever you cast or (i.e. when you consume a Corpse), your Necromancer gets Fortified for 4 seconds. It's not bad, considering you cast these two Skills manually and automatically (via ).
In addition, the Glyph provides Damage Reduction for the same length of time after casting either of those two Skills.
Intelligence Available:
Within Unimproved Glyph Radius: 50
Within Improved Glyph Radius: 70
We pick these Rare nodes for the Intelligence stat, Armor, Damage, Resistance to All Elements, and Maximum Life. The two Rare nodes within the Glyph Radius contribute to the Glyph's bonus as well to increase your Corpse damage.
Flesh-eater
adds a large percentage Bonus to nearby Magic nodes within the Glyph Radius, empowering the Damage to Elites and Resistance to All Elements Magic nodes.
Intelligence Available:
Within Unimproved Glyph Radius: 35
Within Improved Glyph Radius: 75
only needs 40 Intelligence to empower its Additional Bonus fully. Although you can get a maximum of 75 Intelligence here, investing more than the minimum needed for the Additional Bonus wastes points.
provides an amazing damage boost with its YY% increased damage multiplier. To trigger this Legendary node, consume 5 Corpses with a combination of and . You use these Skills all the time, and some are automated which allows you to have an upkeep of this multiplier buff at all times for as long as you are in combat.
The Elemental Resistances help us reach the 70% cap, or at least to get there. Minions now inherit 100% of these Resistances for survivability. Poison in particular is usually the main killer of Minions in the highest Tiers of Nightmare Dungeons and the Artificer's Pit.
Cult Leader
empowers Minion Damage and Minion Damage Reduction Paragon nodes within the Glyph Radius. This Glyph will help tremendously to keep your Minions alive through Tier 90+ Nightmare Dungeons and other content.
By filling the Intelligence requirements of the Additional Bonus, you add a damage multiplier debuff to enemies, taking increased damage from Minions for 10 seconds. This debuff is constantly renewed by Minions doing damage to the target(s).
Intelligence Available:
Within Unimproved Glyph Radius: 50
Within Improved Glyph Radius: 70
only needs 40 Intelligence to empower its Additional Bonus fully. Although you can get a maximum of 70 Intelligence here, investing more than the minimum needed for the Additional Bonus wastes points.
further increases the Minion Damage with this damage multiplier. This Legendary node now adds this damage multiplier per each YY% Attack Speed, making it scalable as you add more Attack Speed and Minion Attack Speed Affixes to your gear.
We take the listed Rare nodes on this board for the Summon Damage, Intelligence, Minion Damage Reduction, Minion Attack Speed, Skeletal Warrior Damage and Armor, Skeletal Mage Damage, and Minion Resistance to All Elements.
Scent of Death
increases damage while Fortified. This Glyph is perfect for this build because you get Fortified every time a new Corpse is generated by , by your Skeletal Reapers, by the Golem, by the Shadow Mages, by your Corpse Explosions, or by (which has a 100% chance to leave behind Corpses as Skeletons explode). You get Fortify whenever is triggered with the presence of a new Corpse.
Sadly, this build won't go for the Additional Bonus for the Damage Reduction while Fortified, but the first bonus will do. It doesn't hurt to experiment with reallocating Paragon Points from the next boards to unlock the Additional Bonus here. Keep that in mind later.
Willpower Available:
Within Unimproved Glyph Radius: 25
Within Improved Glyph Radius: 54
provides Damage Reduction when there are at least 2 Corpses nearby. This build provides a few sources of Corpses constantly. Some Corpses are generated by the Skeletal Reapers with their AoE attacks, the Golem, and/or by .
The purpose of this Legendary node is to increase survivability, which comes in handy versus melee-range enemies. If there are no Corpses nearby, this node will give the Necromancer increased damage to , , and instead.
This Legendary node is important for the decent damage multiplier placed on those Skills whenever the Necromancer is standing far from Corpses. Not a difficult task considering there is no Basic, Core, or Blood Mist Skill in this build that requires you to walk into enemies. You want to be far away, letting your army of minions do their thing.
This Scent of Death board gives us a lot of offensive benefits. Intelligence nodes increase your Skill Damage, which applies to your Minions Skill Damage. Minions also inherit 100% of the Necromancer's Intelligence. This board's Rare nodes for this build provide Critical Strike Damage and Damage to Healthy Enemies.
On the defensive side, the Scent of Death board provides Maximum Life for the Necromancer, and Minions inherit 100% of that - great for the survivability of everyone on the team. In addition, the Potion Healing Rare node here helps this build in tandem with . Any overhealing when using the Healing Potion grants a Barrier to the Necromancer.
Bloodbath
increases your Critical Strike Damage for every Dexterity node purchased within the Glyph Radius. Go ahead and unlock the Additional Bonus which adds a damage multiplier to enemies below 80% Life whenever you do a Critical Strike.
The Dexterity nodes are not wasted on this Paragon Glyph. Dexterity increases the Necromancer's Critical Strike Chance, and Minions inherit 100% of this stat. The secondary effect increases Dodge Chance.
Dexterity Available:
Within Unimproved Glyph Radius: 25
Within Improved Glyph Radius: 49
This build doesn't use the legendary node. You are merely taking a few nodes and the single Rare Node before heading to the next Paragon Board.
You take this Rare node for the damage increase while Fortified and the Intelligence. This intelligence increases the damage of your Minions and the Necromancer.
Hulk Monstrosity
The Hulking Monstrosity board is visited merely to spend the final paragon points into a single Rare Node. You won't unlock the Paragon Glyph socket in this board.
We do not take the Legendary node on this Paragon board.
This Rare node increases the Necromancer's Armor for as long as the Golem is alive, making it one of the most important nodes for high-end content because Minions inherit 100% of this Total Armor. The Necromancer's Damage is also increased while the Golem is alive, and Minions inherit 100% of this % Damage as well. The only caveat is that the Golem must be alive, and you and your Minions might get in trouble if your Golem dies and the Total Armor buff is suddenly gone.
Paragon Overview Building an Effective Paragon Board Guide
Paragon Glyphs Guide Paragon Glyph Radius Guide
Best Minion Necromancer Gems and Consumables
Gems come in various qualities from Chipped to Royal. While the Gem properties do not change, the traits improve with higher quality. We only list the highest quality Gems here, but you should always socket the best Gems you can craft and equip at your level. Gems can be crafted at the Jeweler.
Best Armor Gems for Minion Necromancer
This build focuses on Necromancer survivability to survive Tier 92+ Nightmare Dungeons and harder content. That leaves the Necromancer in long-range damage duty with a squishy armor as we do not use Bone Storm in favor of Minion survivability. Therefore, equip gems on your Armor slots for the extra Life.
A good place to farm for Ruby materials is Alcarnus (World Tier 4) after that Stronghold has been conquered. Lots of enemies spawn there and drop all types of Gems in various qualities. Alcarnus is a Kehjistan stronghold.
If you don't get ahold of enough Rubies, you can equip Royal Topaz until you can craft a Royal Ruby to replace it. Royal Topaz is an alternative to get out of trouble if you get accidentally frozen. However, the Royal Ruby gives you extra Life, which helps you survive Poison and other nasty affixes.
Best Weapon Gems for Minion Necromancer
makes enemies Vulnerable. Sapphire gems increase your Damage, and your Minions' physical and active skills damage versus Vulnerable enemies. The damage done by might benefit from Sapphire gems.
Best Jewelry Gems for Minion Necromancer
While we recommend Diamonds as a default for Resistance gems, you should always check your Resistances to see if any of them are capped (these will show up in green text). If one or two other Resistances are not capped at 70%, you may consider replacing one or more of the Diamonds with specific Resistance gems to shore up weaknesses.
Resistance to Elemental Damage has been overhauled in Diablo 4 with Patch 1.2.0. Some of the new Bosses, such as Duriel, are Elemental damage-themed; World Tier 3 now applies a
-25
Resistance penalty, and World Tier 4 a
- 50
Resistance penalty. For this reason, it is important to note that you should open your Inventory, and click the Materials and Stats UI. Look for your Fire, Lightning, Cold, Poison, and Shadow Resistances.
In this image, at level 82, these are my Resistances in World Tier 3.
In this case, to face Grigoire, the Galvanic Saint boss, I would need Lightning Resistance. In that case, I would equip a in my Jewelry until I reach the 70% Lightning Resistance cap.
If you were to face Duriel, and you were low in Poison Resistance, you would instead want to equip in your Jewelry until you reach the 70% Poison Resistance cap.
If you were to face The Beast in Ice, and you were low in Cold Resistance, you would instead want to equip in your Jewelry until you reach the 70% Cold Resistance cap.
If most or all of your Resistances are within 55% or 60%, you should go with in Jewelry until you reach the 70% Resistance cap.
It all depends on what your current Resistances are, and the type of content you wish to tackle. If all your Resistances are at 70% without gems in your Jewelry, or if you only need one Resistance gem, then I recommend adding to Jewelry for the Armor stat (the Armor cap is 9,230).
Jeweler Guide
Best Elixirs and Incense for Minion Necromancer
Elixirs offer a wide variety of effects, along with an Experience boost of up to 8%. Elixirs can be either offensive or defensive, and a few of them are so powerful that you can only get them as drops, or you must find their recipes to craft them. Incense works both in a group and solo, increasing Stats, Resistances, or defenses for 20 minutes for all nearby players. Elixirs and Incense can be crafted at the Alchemist. We recommend using any of the following Elixirs and Incense:
Elixirs
Incense
The Elemental damage that kills Minions more often is Poison. If this is a problem in higher Nightmare Dungeons or in the Artificer's Pit, you should consume an Elixir of Poison Resistance.
If Physical Damage is too brutal, you might need extra Armor to mitigate it. Elixir of Iron Barbs II might be helpful.
If none of these two problems affect you, then go all-out with Critical Strike Chance and Critical Strike Damage with the help of an Elixir of Precision II.
In terms of Incense consumables, it depends on what your need is. If you are too squishy in the top tiers of any endgame content, then Armor is the way to go. In this case, Song of the Mountain might be a better choice.
If survivability is not an issue, then Intelligence is the best stat you can give your Minions for increased Damage, as they inherit 100% of this stat from the Necromancer. The Chorus of War grants this stat with its +40 All Stats benefit.
Alchemist Guide
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评论
评论来自
Scottysizzle
This build says season 2. It has a curse that’s vital that you don’t slot. How the hell could this just be posted with such a huge glaring oversight?
评论来自
Scottysizzle
This build says season 2. It has a curse that’s vital that you don’t slot. How the hell could this just be posted with such a huge glaring oversight?
评论来自
SpViking
Fun build, im new so this build makes me focus on mechanics and my minions melt everything around me with minimum clicks, i also use the Gloves that makes my corpse explosions into zombies. Works wonders so far
评论来自
ThatGuy9999
The video at the top of this build guide does a really poor job of showcasing this builds' potential. I ran a quick Tier 95 Pit and posted the video in case anyone is interested in seeing how versatile this build still is in Season 5.
https://www.youtube.com/watch?v=8TNkMQng5vc
评论来自
Scott336
In the active skill section you mention about corpse explosion
The miasma causes Shadow damage over time to enemies standing on it.
but the skill tree shows you taking the other perk, just wondering which is best to choose here.
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